They both tutor for basic lands and one is a 2 drop and body to slow down aggro decks and the other is a 3 drop instant. Is it for curve?

Natural Connection accelerates your mana, since it puts the land directly onto the battlefield instead of your hand. Also the fact that it is an instant makes it good for getting landfall triggers when your opponent might not expect it.

I came here to post what I find to be a silly/fun naya ramp deck, and whaddya know everybody else not only knows about it, but has tweaked it to kingdom come. Ah well, I'll post my version anyway. It's got a couple different cards from what I see in everybody else's lists so I figure why not:

It's worth noting that I don't have all the cards from BFZ yet, most notably Ulamog and all the duals.That said, if I can I'm gonna try to avoid using Ulamog if I can because he doesn't do anything in particular with my landfall shenanigans besides being a good finisher. But I'm perfectly open to using him if need be.

I worry for the consistency of my mana base and my early game defense once the gatecreepers and guildgates disappear, but that will be a bridge to cross when I come to it. Hopefully by that point I'll have all of cinder glade and friends. I think my deck may be a little more controlly than most, and that's definitely at least partially because the interaction between Omnath and board wipes amuses me to no end.

I want to try a Naya human/werewolf deck when the servers are back up. I'm not sure how well it will work however but for once I will try to create a deck instead of being a lurking netdecker I'm pretty sure the human/werewolf thing will be better in just G/R though.

Hello - this is my first post... I'm relatively new to magic - never played paper version but a friend introduced me to magic a few years ago with an online program I've since forgotten the name of. Played off and on again but always liked the game, then I found Duels for free on Xbox a few weeks ago and I've fallen in love, despite its horrible programming flaws.

Anyway, I've come here seeking advice on a deck I've built which is a spin on a Gruul deck I've been playing that was centered on an elemental theme using Zendikar's Roil, green elementals, red burn, and of course, Ulamog. I originally changed this deck purely because I wanted to include Eldrazi Displacer, but after many games against the AI and a few versus matches I found I could bounce back from tons of damage much easier and became a lot harder to kill. With my old deck I just hoped I could stay alive until I could land my fatties and pray they didn't remove them, but this deck lets me heal most damage I take while ramping and sometimes I could even maintain a board presence too. The problem I have is that my card selection is all over the place and I'm too worried about countering any and all strategies and while still trying to achieve a specific goal (getting out lands so I can overwhelm my opponent), so I need any and all feedback you guys can give me to help me improve my deck.

The center goal of this deck is to heal or defend against any damage dealt to me while I get mana out in the early game, then work towards a board presence and recovering anything I lost to the graveyard if possible, and then overwhelming the enemy if the game goes on long enough (or if things aren't in my favor, to stall as long as possible until I get out a heavy hitter and try to turn the situation around). I'll put my reasoning behind my inclusion of each card so you can know where my head is at and hopefully that will help you guys give better feedback.

Creatures:2x Eldrazi Displacer He's why I built this deck - has great synergy with most of the other creatures I have here if I can manage to get a colorless mana card1x Nissa, Vastwood Seer Help with ramp a little and a great way draw cards and get more lands out1x Tireless Tracker He's here so Woodland Bellower has something else to put on the board if I don't need to destroy an enchantment, or if I happen to get him early I'll use investigate to help with any mana problems I might be having2x Reclamation Sage I've found that opponents can use enchantments in some really nasty ways to pacify or eliminate any real threats I can generate, so I need a way to counter that1x Mina and Denn, Wildborn Wonderful card, can bounce lands to synergize with Sheperd, Omnath, Retreat to Kazandu, Roil, and Tracker1x Greenwarden of Murasa Great card, and even better if I already have a Displacer on the board1x Woodland Bellower I use him as a beefy Reclamation Sage or to bring out Tireless Tracker if I don't need Sage1x Ulvenwald Hydra Reach, scales with lands, and gets out any land I need... I wish I had four of these1x Oblivion Sower Great card, and a real monster if I can use Displacer on him1x Emeria Shepherd I basically use this card as a flying version of Greenwarden1x Omnath, Locus of Rage I wish I could play this card every game - synergy with Zendikar's Roil and Wildborn retarded like1x Ulamog, the Ceaseless Hunger because of course

Instants/Sorceries/Enchantments:1x Fog Get out of jail free/ take a second turn card2x Retreat to Kazandu Used for lifegain to heal up damage taken during early stages - I only use the counters if I don't feel threatened at all or I want to beef up a small card to take care of a larger threat or survive a board wipe/sweep2x Radiant Flames beautiful cheap sweep3x Devour in Flames great burn card that has amazing synergy with Kazandu, Roil, Tracker, and others - can also burn planeswalkers2x Nissa's Pilgrimage ramp3x Suppression Bonds take care of fatties/planeswalkers1x From Beyond ramp, can generate scions for displacer if I have no colorless lands3x Explosive Vegetation ramp2x Zendikar's Roil can generate a formidable army very quickly, its just more expensive than I'd like it to be2x Nissa's Renewal ramp and HEAL

Planeswalkers:1x Nahiri, the Harbinger can take care of threats and draw for needed cards and, if I'm lucky enough, can get ulamog out early (kind of)1x Arlinn Kord doesn't really fit in the theme or synergizes well with other cards, but its value is too great and plugs too many weaknesses in my deck for me to comfortably exclude at this point

I used to have Pulse of Murasa to get back cards and to heal damage, but I don't run enough creatures in this deck for it to be really effective, and I have other means to get cards back anyway. Used to have Gaea's Revenge but by the time I had enough mana to cast it I had other/better cards to play in almost every situation. Used to have Declaration in Stone but traded for Suppression Bonds instead because I hate giving clues, Bonds can work on planeswalkers, and most opponents didn't have multiples of the same card out when I had it in my hand anyway.

Nissa, Voice of Zendikar just isn't useful enough here to include... dies to fliers or burn too quickly to do anything really effective besides generate one or maybe two chump blockers or put a counter on the one or two creatures I'd have out by the time I cast it

Wish I had room for Sylvan Ranger and Herald of the Pantheon, though I'd need to add another Retreat and Roil to justify the latter. I also wish I could include either Archangel Avacyn or Linvala, the Preserver, but having one double white seemed like enough and Avacyn didn't really fit or would sweep by Roil spawns, and I had the same problem with Linvala as I did with Gaea's Revenge.

...so that's that. Any and all feedback is much appreciated. By the way, I always mulligan for at least three lands no matter what, unless I'm down to a three card hand in which case I'll wing it and hope lady luck feels generous (she doesn't, and she never will).

Well... after playing all night and losing multiple times in a row to superfriends and other people's versions of Gruul ramp decks I made a few changes - mostly removing reclamation sage and woodland bellower in favor of suppression bonds and additional burn/sweep.

1x Nissa, Vastwood Seer – decent body, synergy with Embodiments... also I think she fits better over her counterpart mana wise2x Tireless Tracker – yes, please2x Always Watching – I crammed it in, running enough white 2x Pulse of Murasa – this card I cannot praise more... its synergy with say Evolving Wilds is right there, eye poking (even in not so obvious of example, on occasion when I was stuck on three mana I could use it to bring back wilds – this deck just doesn't have mana problems – somewhat less objective opinion though), it brings you back from life shortage, it can be cycled with Greenwarden, it brings back fallen heros... just loving this monster of common2x Devour in Flames – sometimes those powergaming PW just need to be devoured... card can deal with some dangerous critters too, marginal combo with Fury and Tracker

3x Embodiment of Fury – deck is named after this one soooo... (the rest are a „company“ and are of lesser importance obviously )2x Mina and Denn, Wildborn – can make Advocates bigger sooner, cycles cards with Chandra, bounces lands for Trackers and Embodiments... trample anointer 1x Gideon, Ally of Zendikar – yup1x Nahiri, the Harbinger – the only enchantemant/artifact removal... Angelic Purge with healthbar, can fetch the fetching Bellower to fetch anew, otherwise just for the bluff1x Arlinn Kord – for this deck her +1 from daylight side is godsend

1x Archangel Avacyn - if you are running white and some creatures you should probably run the best girl it can offer1x Tragic Arrogance – sometimes board needs a reset besides Chandra, and Planar Outburst for this deck feels unjustified somehow, then again I could be wrong because of awakening/Advocate synergy

There is a question of more practical removal (and more removal in general) – Angelic Purge comes to mind... maybe for one Devour in Flames, or maybe cram in another Celestial Flare instead... a call to be made. Also for tuning against aggro Radiant Flames can serve well so a trade could go there. That said, I am facing a lot more of aggro lately so I might switch one Devour for Radiant. With so diverse meta on Steam it is hard to choose and the space in three drops is jammed as hell in Dawn of the Dead movie.

Curve and mana base are solid in my book (highly subjective book that is), and all in all, I'm pretty satisfied with the deck performance on curve. The deck always has a mana to be deployed, and with Fury on board even Sylvan Rangers are not a dead draw in lategame. At start it is correct to keep a hand with green source for turn two and some early threats (all green), then work on mana depending on situation as it develops (I usually I go for double white then since red is mostly only needed by turn four and onwards). Oath of Nissa can't be casted on curve (usually it is on turn three with a creature, if say Always Watching is not in hand at the moment), but still it made a cut for mana fixing/PW fetch.

As for good/bad matchups, losses seem to come mostly from aggro and Esper, and Esper I would fear more, but hey no deck is perfect, right? Devouring slowish decks like Superfriends is what this one is made. No scratch that. It was built with no clear purpose except to make Fury a badass . Still, I like this deck, and it feels enjoyable. It has potential to bring in nice combat progression utilised in many ways, most of them coming from the Fury/Always Watching/Advocate stacking, Tireless Tracker can win on his own, Gideon can too, heck even Sylvan Rangers are sometimes an useful 2/2... The approach is simple: deploy threats, clear defenses and go for it. There are a ton of beatdown options all crammed in to fit. A solid tier 2 IMO. Suggestions for improvements/polishing are welcomed.

I made it for the fun and for trying new extension and it works surprisingly well but still, I feel it could be perfectible.I wanted to test red humans, and I still don't know if they are worth it. Wathever, it's not a reason to not try to make a decent deck at leastNo sweeper may be sometimes a problem, so I still had to try Radiant Flames but with only 23 lands I think it's better to have cards (instants or creatures) with a low cost Hanweir Garrison + Hanweir Battlements is fun but obviously when you meld them it is not so decisive. Suggestions for improvements/polishing are welcomed

Yes offline its fantastic haven't lost yet to any AI, online is ok played dozen matches only lost 3 times so far, lost to a Werewolf, mana screwed and a Human deck, once it gets going its truly a fun deck to play.

How to Play Stall with creatures until we can sweep the board if necessary and get Aether Grid online. Don't sacrifice any clues unless you really have to dig for a sweeper or create blockers with Ulvenwald.

This decks biggest weakness was aggro decks going wide with fliers, and - especially - Selfless Spirit, which blanks a lot of sweepers. Tragic Arrogance is a sweeper that still works through Spirit and Archangel Avacyn, can't get eaten by Spell Queller, and gets to take Smuggler's Copter off the table if your opponent has a thopter around. This deck typically has one walker, one creature, and one artifact out, so it's quite one-sided. Time will tell if we want a second copy, but the first is definitely the best.

The second copy of Reclamation Sage was the clear under-performer; Mill has dropped dramatically in popularity, and Tragic Arrogance is still better most of the time against vehicle decks, because it actually wins the game.

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I hear a lot of people talking about Naya as a good midrange deck in Kaladesh, but I haven't seen a single posted list. I'm here to remedy that.

This is slightly rougher than most of my lists, but I did play a set of games with it before coming here to make sure it felt good. This deck is a traditional walker deck, with a few quirks. First, Veteran Motorist is an interesting card. And by interesting, I mean the card is utterly busted. Motorist follows Glimmer of Genius's trend of taking already-playable cards and tacking "Scry 2" on top like a pile of sprinkles. Motorist - like Sylvan Ranger before it - is a two drop that ensures you hit your lands on time. Except, it also finds threats. And has 3 power. And crews all your vehicles for even more power.

...moving on, Thalia, Heretic Cathar is another new addition. Traditionally, this card was played by aggro decks to stop people from blocking. But, with the advent of Aether Hub and vehicles, you catch a lot more lands and you stop creatures from crewing the turn they enter the battlefield. She's also good in combat, and crews all our stuff, but she's mostly here as anti-vehicle tech. And incidentally hating out all the red haste decks.

Cultivator's Caravan does a little bit of everything. This deck cares about getting to 5 and 6 mana, and it gives all those Motorists something to do in their spare time. The fact that it's a ramp spell that your opponent still has to answer eventually (and fixes all your colors) makes it a solid performer. Our deck is built with Crew 3 in mind, for both this and the Skysovereign.

Woodland Wanderer / Bristling Hydra - this format has a lot of control decks and red burn decks - you can't expect to win if you play for infinite turns, which means you need some kind of threat. Hydra is one of the best creatures against control decks, and the Wanderer - often a 6/6 with Hub and Caravan - is a nightmare for a red deck with damage based removal. They also both make for fantastic targets for Arlinn Kord's +1 (her primary mode in this deck).

Everything else is pretty stock for a walker list in these colors. The second Reclamation Sage is to make sure we still have a target if one gets milled; we only have one way of getting stuff back from the yard, so we mostly rely on drawing one or a Woodland Bellower. Note that Motorist's scry rarely helps against an active Tutelage, because you get milled for two before you draw.

Some notable non-inclusions:

Chandra, Torch of Defiance and the other cards were dropped in favor of more . This is for two reasons - first, the green creatures play much better with Radiant Flames, which I want to be a one-sided sweeper. Second, Chandra is bad. Like, really bad. I had to choose between her and Nissa, Voice of Zendikar, and I went with Nissa.

Declaration in Stone is a card I was very high on pre-Kaladesh. Now, though - I'm a lot less convinced. The control decks are truly creatureless, so it's just a dead card there. The aggro decks are running vehicles and actively looking for more ways to put artifacts on the board. And midrange is playing Bristling Hydras, haste threats, and walkers - nevermind that they can afford to pay the to draw the card. It's certainly still good - but I think it's relegated to just aggro decks now, as opposed to being the every-man removal spell.

Voltaic Brawler - very good, but definitively the third-best creature for our deck at that mana cost, and we don't have enough open slots. Worth considering if we ever wanted to lower the curve, though.

As a way of dealing with go-wide Selfless Spirit decks (while also being good in midrange and artifact aggro matchups). I considered Cataclysmic Gearhulk for the same role, but I care so much about individual cards like Archangel Avacyn or Selfless Spirit and so little about anything with 2 power on the ground that giving myself an extra ground threat isn't worth the chance of leaving them with better air threats.

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